154 lines
5.6 KiB
C#
154 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Omegasis.MoreRain.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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namespace Omegasis.MoreRain
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{
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/// <summary>The mod entry point.</summary>
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public class MoreRain : Mod
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{
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/*********
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** Properties
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*********/
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/// <summary>The weathers that can be safely overridden.</summary>
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private readonly HashSet<int> NormalWeathers = new HashSet<int> { Game1.weather_sunny, Game1.weather_rain, Game1.weather_lightning, Game1.weather_debris, Game1.weather_snow };
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/// <summary>The mod configuration.</summary>
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private ModConfig Config;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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this.Config = helper.ReadConfig<ModConfig>();
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
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SaveEvents.BeforeSave += this.SaveEvents_BeforeSave;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked after the player loads a save.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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this.HandleNewDay();
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}
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/// <summary>The method invoked before the game is saved.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void SaveEvents_BeforeSave(object sender, EventArgs e)
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{
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this.HandleNewDay();
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}
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/// <summary>Update all data for a new day.</summary>
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private void HandleNewDay()
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{
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// skip if special weather
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if (!this.NormalWeathers.Contains(Game1.weatherForTomorrow))
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{
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if (Game1.weatherForTomorrow == Game1.weather_festival)
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this.VerboseLog("There is a festival tomorrow, therefore it will not rain.");
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else if (Game1.weatherForTomorrow == Game1.weather_wedding)
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this.VerboseLog("There is a wedding tomorrow and rain on your wedding day will not happen.");
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else
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this.VerboseLog("The weather tomorrow is unknown, so it will not rain.");
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return;
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}
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// set weather
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Random random = new Random();
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int chance = random.Next(0, 100);
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switch (Game1.currentSeason)
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{
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case "spring":
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// set rain
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if (chance <= this.Config.SpringRainChance)
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{
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Game1.weatherForTomorrow = Game1.weather_rain;
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this.VerboseLog("It will rain tomorrow.");
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return;
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}
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if (chance <= this.Config.SpringThunderChance)
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{
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Game1.weatherForTomorrow = Game1.weather_lightning;
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this.VerboseLog("It will be stormy tomorrow.");
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return;
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}
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break;
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case "summer":
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// set rain
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if (chance <= this.Config.SummerRainChance)
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{
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Game1.weatherForTomorrow = Game1.weather_rain;
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this.VerboseLog("It will rain tomorrow.");
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return;
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}
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if (chance <= this.Config.SummerThunderChance)
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{
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Game1.weatherForTomorrow = Game1.weather_lightning;
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this.VerboseLog("It will be stormy tomorrow.");
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return;
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}
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break;
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case "fall":
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case "autumn":
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// set rain
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if (chance <= this.Config.FallRainChance)
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{
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Game1.weatherForTomorrow = Game1.weather_rain;
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this.VerboseLog("It will rain tomorrow.");
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return;
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}
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if (chance <= this.Config.FallThunderChance)
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{
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Game1.weatherForTomorrow = Game1.weather_lightning;
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this.VerboseLog("It will be stormy tomorrow.");
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return;
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}
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break;
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case "winter":
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// set snow
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if (chance <= this.Config.WinterSnowChance)
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{
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Game1.weatherForTomorrow = Game1.weather_snow;
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this.VerboseLog("It will snow tomorrow.");
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}
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else
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{
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//StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;
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this.VerboseLog("It will not snow tomorrow.");
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}
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break;
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}
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}
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/// <summary>Log a message if <see cref="ModConfig.SuppressLog"/> is <c>false</c>.</summary>
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/// <param name="message">The message to log.</param>
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private void VerboseLog(string message)
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{
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if (!this.Config.SuppressLog)
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this.Monitor.Log(message);
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}
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}
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}
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